Elden Ring 2’s bosses need to do more than wait around to die

Transforming Soulsborne boss encounters from static obstacles to dynamic adversaries that enhance player immersion

The Current Boss Problem: Waiting Room Warriors

The inevitable arrival of Elden Ring 2 or another Souls-like title presents a crucial opportunity to revolutionize boss encounter design. The traditional formula of adversaries passively awaiting their demise in designated arenas has reached its creative limits, demanding innovative approaches that transform these encounters into dynamic confrontations.

The core appeal of Soulsborne games revolves around hunting, engaging, and ultimately conquering formidable boss opponents. That profound sense of accomplishment when overcoming seemingly insurmountable challenges creates an addictive cycle that draws players back repeatedly. This emotional payoff extends beyond FromSoftware’s catalog to the extensive genre of Souls-inspired games developed by other studios.

Veteran players across Demon’s Souls, Dark Souls, Bloodborne, and Elden Ring recognize the familiar dread of entering an ominously large combat space or approaching a mysterious fog barrier. These environmental cues signal impending boss battles, triggering the familiar emotional progression from determination through despair to eventual triumph.

Boss introductions vary significantly across the series. Some adversaries like Messmer from Shadow of the Erdtree deliver elaborate monologues about their circumstances and the significance of your confrontation. Others, such as the emotionally charged encounter with Great Wolf Sif in Dark Souls, communicate through silent, almost reluctant combat preparation. Then there are aggressors like Commander Gaius who attack immediately without ceremony.

Despite these variations, most Soulsborne bosses fundamentally share one characteristic: they remain stationary until players initiate combat. This design convention has become increasingly noticeable throughout the series, reaching particularly conspicuous levels in Elden Ring and its Shadow of the Erdtree expansion. While some bosses guard specific objectives with clear narrative justification—Sif attempts to spare you from a terrible fate by defeating you—others lack convincing reasons for their passive behavior.

Consider Messmer the Impaler, sovereign of the Shadowlands. While his motivations involving maternal abandonment and familial betrayal provide narrative context, his prolonged isolation in the Dark Chamber raises logical questions. As a ruler aware of an approaching god-slaying Tarnished threatening his domain, his complete lack of proactive defensive measures seems strategically questionable.

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This pattern recurs throughout the Souls series, becoming particularly evident in Elden Ring. Many bosses represent remnants of vanished eras, persisting in dead worlds. Their continued functionality and determined resistance during combat suggest they haven’t accepted their obsolescence, yet their pre-battle passivity contradicts this fighting spirit.

Throughout the series, numerous bosses have awaited challengers for centuries or millennia. These powerful entities—deities, heroes, and legendary figures from bygone ages—possess immense capabilities. While extended immortality might explain some apathy, their complete inactivity between player arrivals stretches narrative credibility. Have they genuinely remained stationary for millennia, anticipating someone to breach their domain? Couldn’t they have employed more productive methods to secure their positions?

This design approach worked effectively in Demon’s Souls and the original Dark Souls, but gaming conventions and player expectations have evolved significantly since then. Modern players seek more sophisticated and believable world interactions.

Narrative justifications exist for certain characters’ immobility: Marika’s imprisonment, the Fire Giant’s curse to protect the Flame, Gwyn awaiting his successor. However, bosses with greater autonomy—those neither trapped nor cursed, but content within their diminished domains—lack convincing reasons for their passive behavior.

Consider Gravelord Nito from Dark Souls, who presumably anticipated your arrival to claim his soul. Couldn’t he have implemented preventive measures? Imagine the engaging gameplay possibilities this could create. As Nito’s divine allies fell to the Chosen Undead, he might have dispatched minions to eliminate this growing threat proactively.

Successful Exceptions: Bosses That Break the Mold

Fortunately, the Soulsborne series contains notable exceptions that demonstrate more engaging boss design approaches, offering templates for future evolution.

Margit in Elden Ring represents a refreshing departure from conventional boss behavior. Rather than waiting passively, he actively pursues and eliminates Tarnished who re-enter the Lands Between seeking to overthrow the established order. His agents patrol the open world, hunting you after initial encounters. This proactive approach creates a persistent threat that extends beyond traditional boss arenas.

While players encounter Margit initially in a standard fog-gate confrontation, later ambush encounters and the final throne room battle feel significantly more personal because of his active opposition to your progress. His transition to King Morgott and determined survival efforts, understandable through lore exploration, positions you as the antagonist from his perspective. This role reversal adds narrative depth rarely achieved with stationary bosses.

Godfrey’s second encounter provides another exemplary model. While technically occurring in a traditional boss arena, the confrontation feels dynamically significant. The narrative establishes that only one Tarnished can proceed, creating genuine stakes. Heavy integration with multiple NPC questlines further enhances the encounter’s emotional weight and contextual importance.

NPC confrontations consistently rank among the most memorable and emotionally impactful encounters in Souls games, including Elden Ring. Needle Knight Leda and her company’s descent into paranoia and insanity in Shadow of the Erdtree exemplifies this strength. Players develop relationships with these characters, learn their histories, yet ultimately must destroy them to advance—a characteristically tragic Souls narrative arc.

Many players develop stronger connections with Leda and the Followers of Miquella than with more traditionally designed bosses like Messmer, Rellana, or the Dancing Lion. FromSoftware would benefit significantly from applying this character-driven approach to major boss design in potential sequels like Elden Ring 2, Dark Souls 4, or future projects from Hidetaka Miyazaki’s creative vision.

The series’ signature environmental storytelling and lore fragment approach remains effective and shouldn’t be abandoned. However, boss behaviors could benefit from incorporating the dynamic qualities that make NPC interactions so compelling.

When bosses possess capabilities beyond awaiting players in darkened chambers as eventual trophies, they should exercise those abilities. While fog gate entrances maintain their dramatic appeal, the adversaries within should demonstrate more purpose than simply anticipating their demise.

Future Evolution: Designing Dynamic Encounters

The next generation of Soulsborne games demands boss designs that transcend traditional static encounters, incorporating strategic behaviors that enhance immersion and challenge.

Proactive boss behaviors could revolutionize encounter design. Imagine adversaries that reinforce their defenses as you progress through their domains, or who send hunting parties when you eliminate their lieutenants. Bosses might retreat strategically when weakened, forcing pursuit through dangerous territory, or call reinforcements during extended battles.

Environmental interaction represents another significant opportunity. Bosses could manipulate their arenas during combat—collapsing pillars, triggering traps, or altering terrain. Some might only become vulnerable during specific environmental conditions, requiring players to manipulate the battlefield strategically.

Progressive enemy AI could learn from player strategies across multiple encounters. Bosses might adapt their tactics based on your preferred combat style, countering repeatedly successful approaches. This would encourage tactical diversity and prevent players from relying on single strategies.

World-state integration offers another dimension. Boss behaviors could change based on story progression, time of day, or completed quests. Defeating certain bosses might alter others’ behaviors—making them more aggressive, defensive, or even offering alliances.

Multi-phase encounters could extend beyond the boss arena. A defeated boss might flee to a stronger position, requiring pursuit through dangerous territory. Alternatively, bosses could have multiple forms appearing in different locations, each requiring unique strategies.

Implementation Strategies for Developers

Transitioning to dynamic boss encounters requires careful balancing between innovation and the core Soulsborne experience that players cherish.

Maintaining challenge balance remains crucial. Dynamic behaviors should enhance rather than frustrate the experience. Bosses with extensive world influence need clear counterplay options and predictable patterns. The signature “tough but fair” philosophy must guide all new mechanics.

Lore consistency ensures narrative cohesion. Boss behaviors should align with established character motivations and world rules. A scholarly boss might research the player’s tactics between encounters, while a warlord would marshal forces. These behaviors must feel organic to each character.

Technical implementation considerations include performance optimization for complex AI behaviors, save system compatibility with dynamic world states, and ensuring behaviors work consistently across different hardware.

Accessibility features might include options to limit boss proactivity for players preferring traditional encounters, or clear indicators of dynamic behaviors to prevent confusion.

The evolution toward dynamic boss encounters represents the next logical step for Soulsborne games, building upon the foundation established by exceptions like Margit and Godfrey while maintaining the series’ core identity.

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